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X3D Community Blog
February 14, 2007
What VRML/X3D is obviously good for or not
If I may say so, something we probably should all know, (like with any language), VRML/X3D is obviously good for what it’s good at, and not for what it is not. There are differences in the vision of it, but if we use it for what it is, and not expect of it things that it is not, then I don’t see where there is any problem at all.
We might want more features and development, but I am far away from the opinion that VRML/X3D is in any kind of trouble. (How many times have we heard that before?). In trouble perhaps, is misinterpreted, broken, or misguided visions of what VRML/X3D is, but in itself VRML/X3D is very well, thank you.
I’d venture even further, VRML/X3D will probably never really go away. It has already come too far for that, slowly creeping up on us as a standard (as it should), albeit perhaps largely unnoticed (the same way as other standards have emerged). And that doesn’t preclude the co-existence with proprietary technologies, why should it?
It’s just that by the virtue of it, the VRML/X3D vision is so grand in scope, it takes a lot longer than anyone would’ve thought originally and even still more recently. But I am not worried at all. There is simply nothing else to replace it. VRML/X3D is firmly holding its ground and here to stay. Places like SL are great for those who want to play in them, but in no way are they menacing VRML/X3D as a language for 3D representation. Heck, they could’ve easily built SL with VRML/X3D if they wanted to, and so could a lot of other “games.”
VRML/X3D is a mean to an end, not an end in itself. I feel we must keep our focus on what VRML/X3D is; a building block amidst many others that work nicely together. Nothing that should be news to many here, but I wanted to voice my personal views, opinions and understanding. Yours may vary.
From my perspective, what we do need more of is end-user tools. To be more precise, I mean greatly simplified, idiot-proof applications (almost to the point of being toys). That is what I feel the mass will go for. Something that is a lot of fun to play, and that has a very soft learning curve. If we want 3D to become the second Web, something we can truly call Web 2.0, we must make 3D authoring as easy as it once was at the onset of the Web. Stand-alone tools or inline such as what Paul has shown.
That is what Linden Labs is doing and that is why they are successful. OK, I think I’ve said enough for today, I’ve got applications to build.
BTW, www.3dnetpro.com/vrgoo is now at version 0.7.4. If some people here have the inclination to help with this project, I am certainly open to that. Ultimately, I am attempting to enable non-technical users to assemble random Internet based 3D objects into single worlds/scenes that can in turn link to each other. This to create the true deep open cyberspace I’ve talked about before, in which objects can be moved and people go anywhere for a completely immersive experience. I’ve had this vision far too long now not to act on it.
Comments
Thank you for writing your blog. I’ve been tryinig to pick up on X3D and used VRML as a gateway. My development efforts were painful, at best, trying to use free commercial browsers, and scripting with Java. I was skeptical about your assurances that the 3D development community is alive and well, but now I’m finally starting to see that this is true - finally, after almost a year of messing around with this stuff. I can’t believe how long it took me to find your web page. Thank you so much!!
The word is “Usability”. You should study this concept. As well design interfaces.
Your focus should be Human-centered Technologies, think and design this tool/technology to be used, to reach an objective. It must give something to the user, his “Job” is your focus.
What your technology can do for the user? How it can simplify his life? What task you can help him to achieve?
Also, keep in mind you are designing a tool. A tool must fit the user, and not the inverse.
KNOW your user. Be friendly.
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